Base Class: Wizard
The prime material plane is vast. The worlds outside the material even more so. The College of Planer Calling is a sub-discipline withing the far broader School of Conjuration. Members of this college focus their attention on creating and summoning creatures from the multitude of planes. Many spread their attention towards multiple planes of interest, while others focus their studies on creatures from a certain subset of the known planes. Being able to control what one brings forth is not always guaranteed, but for members of the College of Planer Calling sometimes a lack of control is what is most desired.
Gift from the Planes
level 2 College of Planer Calling feature
Your study into the nature of using magic to conjure forth creatures has resulted in a far deeper understanding of the principles of this particular aspect of magic. As a result you access to an extended familiar list. If you don't already have the spell "find familiar" you add it to your spellbook for free. In addition to the familiars available in the spell description you can summon a proto-mephit as your familiar. Certain aspects of this familiar increase as you gain levels.
If your proto mephit familiar dies you immediately take your familiar's max HP in psychic damage. This damage can be reduced by expending HD to prevent damage equal to the number rolled. If the caster takes any of this psychic damage they suffer 1 level of exhaustion..
Proto Mephit
Small elemental
Armor Class 10+ (1/2)PB
Hit Points 8+(1/2) wizard level
Speed 30 ft. fly 30ft
Resistances: resistant to damage of its elemental type
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Actions
Claws. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) elemental type damage.
Death Burst. When the proto mephit dies, it explodes in a burst of elemental energy. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) elemental damage on a failed save, or half as much damage on a successful one.create servant
level 2 College of Planer Calling feature
Your study into the summoning and creation of creatures has given you the ability to conjure up a proto servant. This creation takes the shape of a small translucent humanoid with looks and apparel of your choosing. These options do not change the servants stats. Once summoned the servant persist for 1 hour, until it is more than 60ft away from the caster, or until its HP drops to 0. Whichever comes first. This ability can be used a number of times per day equal to your Int modifier or by expending a spell slot of lvl1 or higher.
Passive. cannot attack
capable of performing task that a normal servant or commoner would be able to perform
Enhanced Conjurations
level 6 College of Planer Calling feature
Your study into the creation and summoning of creatures has given you increased knowledge on how to make them more resilient to harm. You have also learned how to summon elemental beast when using Conjure Minor Elemental or Conjure Elemental. You can cause an elemental spirit to manifest in the shape of a beast of the appropriate CR, instead of an elemental, when casting these spells. The creature uses the stats of its chosen form, but counts as an elemental instead of a beast. The creature appears to be made of various elemental energies, but this appearance does not effect its stats or effects. (a horse that appears to be made of magma will not deal fire damage).
Whenever you create or summon a creature using a conjuration spell, it has the following additional benefits:
- The creature’s hit point maximum is increased by 5 per spell level used to summon or create it.
- The creature adds your proficiency bonus to its AC, up to the level of the spell used to cast it.
Planer Attunement
level 10 College of Planer Calling feature
While concentrating on a summoning spell your bond with the energies of that creature grant you resistance to corresponding damage types.
Earth - slashing, bludgeoning, and piercing damage
Fire - fire damage
Water - cold damge
Air - lighting and thunder damage
Fey or Star - immunity to charm and resistance to psychic
Fiend - necrotic and fire damage
Celestial - radiant damage and advantage against death spells
Planer Servant
level 14 College of Planer Calling feature
Starting at 14th level, you can use magic to bind certain planer creatures to you. As an action, you can choose one elemental, celestial, fey, or fiend that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent creatures are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
If the creature was summoned by a spell that has a duration and/or required concentration the spell last until you use this feature again, the creature dies, or it breaks free. The need to concentrate is also removed allowing the caster to concentrate on different spell without the creature vanishing.
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